using file-scoped namespaces

This commit is contained in:
Tyfon
2024-07-12 16:17:42 -07:00
parent 29b6094b20
commit 7ea249114d
63 changed files with 8789 additions and 8855 deletions

View File

@@ -5,46 +5,45 @@ using System;
using System.Collections.Generic;
using System.Reflection;
namespace UIFixes
namespace UIFixes;
public class LoadMagPresetsPatch : ModulePatch
{
public class LoadMagPresetsPatch : ModulePatch
protected override MethodBase GetTargetMethod()
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(MagazineBuildPresetClass), nameof(MagazineBuildPresetClass.smethod_0));
}
return AccessTools.Method(typeof(MagazineBuildPresetClass), nameof(MagazineBuildPresetClass.smethod_0));
}
// This method returns a list of places to search for ammo. For whatever reason, it only looks
// in equipment if stash + sorting table are not present.
// Can't just add equipment because that includes equipped slots and it likes to pull the chambered bullet out of equipped guns
[PatchPostfix]
public static void Postfix(Inventory inventory, List<LootItemClass> __result)
// This method returns a list of places to search for ammo. For whatever reason, it only looks
// in equipment if stash + sorting table are not present.
// Can't just add equipment because that includes equipped slots and it likes to pull the chambered bullet out of equipped guns
[PatchPostfix]
public static void Postfix(Inventory inventory, List<LootItemClass> __result)
{
if (!__result.Contains(inventory.Equipment))
{
if (!__result.Contains(inventory.Equipment))
var vest = inventory.Equipment.GetSlot(EquipmentSlot.TacticalVest);
if (vest.ContainedItem is LootItemClass vestLootItem)
{
var vest = inventory.Equipment.GetSlot(EquipmentSlot.TacticalVest);
if (vest.ContainedItem is LootItemClass vestLootItem)
{
__result.Add(vestLootItem);
}
__result.Add(vestLootItem);
}
var pockets = inventory.Equipment.GetSlot(EquipmentSlot.Pockets);
if (pockets.ContainedItem is LootItemClass pocketsLootItem)
{
__result.Add(pocketsLootItem);
}
var pockets = inventory.Equipment.GetSlot(EquipmentSlot.Pockets);
if (pockets.ContainedItem is LootItemClass pocketsLootItem)
{
__result.Add(pocketsLootItem);
}
var backpack = inventory.Equipment.GetSlot(EquipmentSlot.Backpack);
if (backpack.ContainedItem is LootItemClass backpackLootItem)
{
__result.Add(backpackLootItem);
}
var backpack = inventory.Equipment.GetSlot(EquipmentSlot.Backpack);
if (backpack.ContainedItem is LootItemClass backpackLootItem)
{
__result.Add(backpackLootItem);
}
var secureContainer = inventory.Equipment.GetSlot(EquipmentSlot.SecuredContainer);
if (secureContainer.ContainedItem is LootItemClass secureContainerLootItem)
{
__result.Add(secureContainerLootItem);
}
var secureContainer = inventory.Equipment.GetSlot(EquipmentSlot.SecuredContainer);
if (secureContainer.ContainedItem is LootItemClass secureContainerLootItem)
{
__result.Add(secureContainerLootItem);
}
}
}